DeepBlueFrog Posted August 10, 2021 Author Posted August 10, 2021 2 hours ago, leesjig said: I've downloaded the CK. Is there a procedure I can follow on how to run face gen export through CreationKit. I never used CK, was wondering how to do that on a character in game. Follow the steps in this video. If you need more details, search online for 'skyrim grey face bug'. There are a few approaches to fix it but the direct edit in CK with CTRL+F4 is the most common.
zarantha Posted August 10, 2021 Posted August 10, 2021 2 hours ago, Papersword said: So I'm still somewhat confused. Parasites SE should have working body morphing with only SKSE? Without Hormones or SLIF? If that's the case I might have to refresh the scripts by cleaning the save. If it's meant to register SKSE as NIO would that show up then under Debug in the MCM menu? No morphs anywhere with any mod are directly 'SKSE'. In general, morphs call the nioveride dll and scripts in LE, which are either part of racemenu or standalone. In SE, the SKEE dll and script replaces nio and is part of racemenu only. SKSE is only involved to load the dlls. parasites *should* be able work standalone for morphs, BUT there's currently a bug with registering for SLIF. As far as I know, there's no way around it yet, but I also haven't checked in the last two versions. Hormones has no issue with registering with SLIF, which is why the integration is a good thing. The morph code in parasites is not as complete as the code in hormones. This means that morphs may not work as well as they could. To work around the bug with parasites registering for slif, try editing the SKEE64.ini (not the skse ini) in racemenu. That means that parasites can do its own thing and your other mods can use SLIF, and racemenu skee should make sure that they aren't fighting with each other. However, I think I just found a bug in the nio detection for SE. I'll ping DBF soon after checking a few more things to see if i'm right. 1
zarantha Posted August 10, 2021 Posted August 10, 2021 (edited) @DeepBlueFrog Just noticed an issue with skee detection. with the way you've broken out the skee detection, this is returning false in my log. slp_fcts_utils.psc Spoiler int Property SKEE_VERSION = 1 AutoReadOnly ; NiOverride version data int Property NIOVERRIDE_VERSION = 4 AutoReadOnly int Property NIOVERRIDE_SCRIPT_VERSION = 4 AutoReadOnly bool Function CheckXPMSERequirements(Actor akActor, bool isFemale) if (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION) ; SKEE detected - Skyrim SE return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION) && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION else return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION endif EndFunction From my papyrus log: [08/10/2021 - 11:22:05AM] [SLP_fcts_parasites] NiOverride detection: False [08/10/2021 - 11:22:05AM] [SLP_fcts_parasites] SLIF detection: TRUE I think this is because the racemenu nioverride script version is 7 in SE nioverride.psc Scriptname NiOverride Hidden int Function GetScriptVersion() global return 7 EndFunction If I remove the nioverride plugin version (not really needed since it will never be there for SE and you check LE in the else) and the nioverride script version checks, it works. Is there a way to set Property NIOVERRIDE_SCRIPT_VERSION to look for greater than or equal to 4? Spoiler bool Function CheckXPMSERequirements(Actor akActor, bool isFemale) if (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION) ; SKEE detected - Skyrim SE return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION else return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION endif EndFunction This is my log after the change: [08/10/2021 - 11:44:45AM] [SLP_fcts_parasites] NiOverride detection: TRUE [08/10/2021 - 11:44:45AM] [SLP_fcts_parasites] SLIF detection: TRUE And the gui reflects the change now too: slp_fcts_utils.pex slp_fcts_utils.psc Edit: Scripts are for the 2021-07-31 version of parasites only. These will likely be removed later once a new version comes out. Edit2: Other scripts that need updated are: sls_qst_mcm sls_trg_nivenorbimbo sls_trg_hrokibimbo sls_trg_camillavaleriusbimbo slsddi_playerref.psc slh_fctbodyshape _sdqs_dream.psc I've changed these with the same edit as the parasites scripts attached here. Let me know if you want those too. Edited August 10, 2021 by zarantha 2
mikesolo1975 Posted August 10, 2021 Posted August 10, 2021 9 minutes ago, zarantha said: @DeepBlueFrog Just noticed an issue with skee detection. with the way you've broken out the skee detection, this is returning false in my log. slp_fcts_utils.psc Reveal hidden contents int Property SKEE_VERSION = 1 AutoReadOnly ; NiOverride version data int Property NIOVERRIDE_VERSION = 4 AutoReadOnly int Property NIOVERRIDE_SCRIPT_VERSION = 4 AutoReadOnly bool Function CheckXPMSERequirements(Actor akActor, bool isFemale) if (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION) ; SKEE detected - Skyrim SE return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION) && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION else return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION endif EndFunction From my papyrus log: [08/10/2021 - 11:22:05AM] [SLP_fcts_parasites] NiOverride detection: False [08/10/2021 - 11:22:05AM] [SLP_fcts_parasites] SLIF detection: TRUE I think this is because the racemenu nioverride script version is 7 in SE nioverride.psc Scriptname NiOverride Hidden int Function GetScriptVersion() global return 7 EndFunction If I remove the nioverride plugin version (not really needed since it will never be there for SE and you check LE in the else) and the nioverride script version checks, it works. Is there a way to set Property NIOVERRIDE_SCRIPT_VERSION to look for greater than or equal to 4? Reveal hidden contents bool Function CheckXPMSERequirements(Actor akActor, bool isFemale) if (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION) ; SKEE detected - Skyrim SE return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION else return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION endif EndFunction This is my log after the change: [08/10/2021 - 11:44:45AM] [SLP_fcts_parasites] NiOverride detection: TRUE [08/10/2021 - 11:44:45AM] [SLP_fcts_parasites] SLIF detection: TRUE And the gui reflects the change now too: slp_fcts_utils.pex 17.45 kB · 0 downloads slp_fcts_utils.psc 18.23 kB · 0 downloads This 2 files its needed for the last version of sexlab Parasites ?
zarantha Posted August 10, 2021 Posted August 10, 2021 (edited) 6 minutes ago, mikesolo1975 said: This 2 files its needed for the last version of sexlab Parasites ? If you want to use it in a game and not make changes, just the pex is needed, it goes in scripts. It's for the 2021-07-31 version. The psc is used for editing the script before recompiling into the pex. Edited August 10, 2021 by zarantha 1
Papersword Posted August 10, 2021 Posted August 10, 2021 5 hours ago, zarantha said: No morphs anywhere with any mod are directly 'SKSE'. In general, morphs call the nioveride dll and scripts in LE, which are either part of racemenu or standalone. In SE, the SKEE dll and script replaces nio and is part of racemenu only. SKSE is only involved to load the dlls. parasites *should* be able work standalone for morphs, BUT there's currently a bug with registering for SLIF. As far as I know, there's no way around it yet, but I also haven't checked in the last two versions. Hormones has no issue with registering with SLIF, which is why the integration is a good thing. The morph code in parasites is not as complete as the code in hormones. This means that morphs may not work as well as they could. To work around the bug with parasites registering for slif, try editing the SKEE64.ini (not the skse ini) in racemenu. That means that parasites can do its own thing and your other mods can use SLIF, and racemenu skee should make sure that they aren't fighting with each other. However, I think I just found a bug in the nio detection for SE. I'll ping DBF soon after checking a few more things to see if i'm right. Oh, yes my apologies I did understand that SKEE and Racemenu were the SE replacement for NIO. Sorry for the confusion. Thank you for your continued interest in checking this out for me.
tznvlw Posted August 11, 2021 Posted August 11, 2021 13 hours ago, leesjig said: I've downloaded the CK. Is there a procedure I can follow on how to run face gen export through CreationKit. I never used CK, was wondering how to do that on a character in game. In addition to the methods provided by @DeepBlueFrog, you can also try to install the Face Discoloration Fix mod to fix your problem
mikesolo1975 Posted August 11, 2021 Posted August 11, 2021 14 hours ago, zarantha said: If you want to use it in a game and not make changes, just the pex is needed, it goes in scripts. It's for the 2021-07-31 version. The psc is used for editing the script before recompiling into the pex. ok thanks again for your help and time.?
phily101 Posted August 11, 2021 Posted August 11, 2021 On 8/10/2021 at 10:34 AM, phily101 said: to clarify in slavetats the tatoo names are there but not selectable under the bimbo category, are there any files that i am missing because i only downloaded stuff from the sse conversion area and not from the LE version other than slavetats bridge 1a Hi there can anyone help me with how to get the bimbo tattoos working for hormones se?
unwashed biomass Posted August 11, 2021 Posted August 11, 2021 I have couple of issues. There is a incompatibility with Tel Nalta. Constructing anything from that mod (when u do time passes by 5 hours) makes infection with spider eggs/penises and chauri worms expell instantly - it is probably minor thingy for SE, under mine circunstances major (playing VR version) and that brings me to second, very serious problem. Latest versions makes birthing scenes similar to EC+ and it's big problem in VR as EC birthing for player gives me instant CTD, parasites one doesn't for some reason but after that happen i can't save anymore (game freezes at atempt). So here goes my humble request - making those animations optional in further versions, and if some1 would be willing to modify script for me i would be extremelly gratefull.
zarantha Posted August 11, 2021 Posted August 11, 2021 2 hours ago, phily101 said: Hi there can anyone help me with how to get the bimbo tattoos working for hormones se? Not sure they can be applied manually, I never tried. They do apply as the bimbo curse progresses.
phily101 Posted August 11, 2021 Posted August 11, 2021 28 minutes ago, zarantha said: Not sure they can be applied manually, I never tried. They do apply as the bimbo curse progresses. ok imma check it out then, for sisterhood of dibella i need to go find se versions of the clothing if i want it to be applied in game right, or is it packaged inside the se version already?
zarantha Posted August 11, 2021 Posted August 11, 2021 1 hour ago, phily101 said: ok imma check it out then, for sisterhood of dibella i need to go find se versions of the clothing if i want it to be applied in game right, or is it packaged inside the se version already? There's links to the bodyslides on the first post, they aren't packaged with the se version of mod. Otherwise, you can wear the clothing, it just may not be your body type and certainly won't be any preset you are using.
veyex Posted August 12, 2021 Posted August 12, 2021 Hey guys, is the armor from Sanguines Debauchery compatible with CBBE 3BA? I found a pair of spriggan boots and tried equipping it but it just shows up invisible on my character
DeepBlueFrog Posted August 12, 2021 Author Posted August 12, 2021 On 8/10/2021 at 11:59 AM, zarantha said: @DeepBlueFrog Just noticed an issue with skee detection. with the way you've broken out the skee detection, this is returning false in my log. slp_fcts_utils.psc Hide contents int Property SKEE_VERSION = 1 AutoReadOnly ; NiOverride version data int Property NIOVERRIDE_VERSION = 4 AutoReadOnly int Property NIOVERRIDE_SCRIPT_VERSION = 4 AutoReadOnly bool Function CheckXPMSERequirements(Actor akActor, bool isFemale) if (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION) ; SKEE detected - Skyrim SE return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION) && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION else return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION endif EndFunction From my papyrus log: [08/10/2021 - 11:22:05AM] [SLP_fcts_parasites] NiOverride detection: False [08/10/2021 - 11:22:05AM] [SLP_fcts_parasites] SLIF detection: TRUE I think this is because the racemenu nioverride script version is 7 in SE nioverride.psc Scriptname NiOverride Hidden int Function GetScriptVersion() global return 7 EndFunction If I remove the nioverride plugin version (not really needed since it will never be there for SE and you check LE in the else) and the nioverride script version checks, it works. Is there a way to set Property NIOVERRIDE_SCRIPT_VERSION to look for greater than or equal to 4? Hide contents bool Function CheckXPMSERequirements(Actor akActor, bool isFemale) if (SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION) ; SKEE detected - Skyrim SE return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("SKEE") >= SKEE_VERSION else return XPMSELib.CheckXPMSEVersion(akActor, isFemale, XPMSE_VERSION, true) && XPMSELib.CheckXPMSELibVersion(XPMSELIB_VERSION) && SKSE.GetPluginVersion("NiOverride") >= NIOVERRIDE_VERSION && NiOverride.GetScriptVersion() >= NIOVERRIDE_SCRIPT_VERSION endif EndFunction This is my log after the change: [08/10/2021 - 11:44:45AM] [SLP_fcts_parasites] NiOverride detection: TRUE [08/10/2021 - 11:44:45AM] [SLP_fcts_parasites] SLIF detection: TRUE And the gui reflects the change now too: slp_fcts_utils.pex 17.45 kB · 6 downloads slp_fcts_utils.psc 18.23 kB · 1 download Edit: Scripts are for the 2021-07-31 version of parasites only. These will likely be removed later once a new version comes out. Edit2: Other scripts that need updated are: sls_qst_mcm sls_trg_nivenorbimbo sls_trg_hrokibimbo sls_trg_camillavaleriusbimbo slsddi_playerref.psc slh_fctbodyshape _sdqs_dream.psc I've changed these with the same edit as the parasites scripts attached here. Let me know if you want those too. Thanks for this report. I updated these scripts on my end. They will be part of the next release. 1
lolwhy Posted August 12, 2021 Posted August 12, 2021 (edited) Is there a way to re-restrict animation tags to specific ones for the Sisterhood mod? Edited August 12, 2021 by lolwhy
jayce113 Posted August 13, 2021 Posted August 13, 2021 (edited) OK so, finished running through the Chaurus Queen and the Brood Mother quest, defeated the queen and from there I think something borked. I get the Spell for the Queen Body, BUT, I can't cast it? I can't remove the old armor, or the mask, or cast the queen body. I can do the spit spell and call brood, but the ones having to do with the armors don't do anything, they don't even make any noises like they are trying to be cast. Anyone have this happen? Also, in the MCM, the Parasite mod says it is on stage 4. Edited August 13, 2021 by jayce113
weisuojiushiwd Posted August 13, 2021 Posted August 13, 2021 7 minutes ago, jayce113 said: OK so, finished running through the Chaurus Queen and the Brood Mother quest, defeated the queen and from there I think something borked. I get the Spell for the Queen Body, BUT, I can't cast it? I can't remove the old armor, or the mask, or cast the queen body. I can do the spit spell and call brood, but the ones having to do with the armors don't do anything, they don't even make any noises like they are trying to be cast. Anyone have this happen? Also, in the MCM, the Parasite mod says it is on stage 4. Try quit game and reload the save.I tried this to solve the issue that can’t cast Body spell.
jayce113 Posted August 13, 2021 Posted August 13, 2021 (edited) 41 minutes ago, weisuojiushiwd said: Try quit game and reload the save.I tried this to solve the issue that can’t cast Body spell. Aye, I tried that. I tried various saves, I tried using the console to complete the quest chain in case there was an issue with it actually finishing. When you run an player.sqs on the actual quest, there are still 2 or 3 stages it shows at the end that are not completed even though you've killed the queen and the quest is no longer in your journal. I'm wondering if something isn't triggering. (Update: Never mind. It took 2 reloads for it to let me have control back.) Edited August 13, 2021 by jayce113
Papersword Posted August 15, 2021 Posted August 15, 2021 After a Curse Loot trigger Estrus Tentacle attack I was checking the log for an issue I was having with SlaveTats. I found this line in it. [08/15/2021 - 05:46:41AM] ERROR: Cannot call GetActorBase() on a None object, aborting function call stack: [alias SLP_PlayerAlias on quest _SLP_QST_Controller (25000D62)].SLP_PlayerAlias.OnSexLabEnd() - "SLP_PlayerAlias.psc" Line 631 Followed by: [08/15/2021 - 05:46:41AM] [SLP] OnSexLabEnd: Player in animation Does that indicate an issue with passing Estrus attacks to Parasites? Or is it benign?
zarantha Posted August 16, 2021 Posted August 16, 2021 (edited) 1 hour ago, hwybee4996 said: OK how do i fix black face bug. I install SexLab Dialogues SE SexLabStoriesSE Dibella Sisterhood SE SexLabParasitesSE At the same time. About all the ladies of whiterun have black face. 1. best option for resolving it properly, use easynpc https://www.nexusmods.com/skyrimspecialedition/mods/52313 2. quick option for resolving it (it may revert faces to vanilla in some cases, which is bad if you've got an overhaul you want to use), use face discoloration fix https://www.nexusmods.com/skyrimspecialedition/mods/42441 3. somewhere in between, export facegen with the mods that have the black face, and anything that edits faces, like expressive facegen morphs and cosmetic vampire overhaul all loaded into the CK. (Edit: if you have something editing faces and it's not included, then you'll still get dark faces. at that point, you need to load up xedit with your entire load order and see which mods are editing the npc. the one on the far right is the winner and needs to be included.) https://www.creationkit.com/index.php?title=Dark_Face_Bug Edited August 16, 2021 by zarantha 1
Wolvie1 Posted August 16, 2021 Posted August 16, 2021 Hey, Neither Sanguines Debch and Resub Lola will activate in my loader, cause files are supposedly missing. I am using Skyrim SE, I use devious 5.1 or does it not work with 5.1?
Hexogen Posted August 16, 2021 Posted August 16, 2021 This mod looks like a really interesting addition to my set up and so I went ahead and tried testing pieces of it out using a new game save following the recommendations listed on the FAQ page. To reduce any possible conflicts, my load order only includes the barebones requirements for the mod to run and alternate start. So barebones in fact that the masters don't even have schlongs right now because I just want to see how things work on a basic level. That being said, an issue I've run into is that the "Are we there yet?" dialogue doesn't seem to be working properly unless I'm misunderstanding it's purpose. When my character asks that question, there's no teleport to location. Instead, the master just says "Soon" or "Almost" and nothing happens. And if I select the dialogue option repeatedly, the master gets annoyed and then frees my character with the sole intent of killing and/or raping her. Is this intended behavior? I'm using the SE files btw.
DeepBlueFrog Posted August 16, 2021 Author Posted August 16, 2021 1 hour ago, hexofishy said: This mod looks like a really interesting addition to my set up and so I went ahead and tried testing pieces of it out using a new game save following the recommendations listed on the FAQ page. To reduce any possible conflicts, my load order only includes the barebones requirements for the mod to run and alternate start. So barebones in fact that the masters don't even have schlongs right now because I just want to see how things work on a basic level. That being said, an issue I've run into is that the "Are we there yet?" dialogue doesn't seem to be working properly unless I'm misunderstanding it's purpose. When my character asks that question, there's no teleport to location. Instead, the master just says "Soon" or "Almost" and nothing happens. And if I select the dialogue option repeatedly, the master gets annoyed and then frees my character with the sole intent of killing and/or raping her. Is this intended behavior? I'm using the SE files btw. No.. the intended behavior is to teleport you to Mistwatch after you ask repeatedly. Not sure why the teleport wouldn't work though.
zarantha Posted August 16, 2021 Posted August 16, 2021 (edited) 3 hours ago, Wolvie1 said: Hey, Neither Sanguines Debch and Resub Lola will activate in my loader, cause files are supposedly missing. I am using Skyrim SE, I use devious 5.1 or does it not work with 5.1? What does it say is missing? Have you made sure all the DD ESMs are activated after deployment? (I'm assuming your using vortex.) Do you have the se versions of fnis, zaz, and sexlab aroused installed? DD 5.1 will work to get SD installed and running, but somethings might not work quite as expected. Don't know what resub lola is. check the requirements for it and make sure you have them all installed and active. Edited August 16, 2021 by zarantha
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